I did notice that the logic continues but doesnt render if you click and hold the title bar. Also when resizing I get these log statements:
00000008> Loading
Requested image: Data/550/AGAWLogo.png
Loaded Image @ 1024
000000009> Loading
000000010> Loading
000000011> Loading

Yeah, when it spots a resize, it triggers a reload.
This is something I've done in all my frameworks since approximately BlitzMax, (or maybe it was as far back as Blitz2D?!) because that had a tendency to "forget" things when you switched between fullscreen and windowed. As such, I've learned to do a reload all the bloomin' time.
I'll be stress testing this, and if it isn't necessary then I'll get rid.. ... But I like to be sure about these things, and have the pieces in place whenever I DO need them!

Take #pragma once, that's a lovely little thing, not standard so if you are thinking of moving code about, it's best to keep clear and just use #ifndef... The language is full of silly little things like that, and this is what happens when companies create their own "versions"... They fuck the whole show up really!

And to think, I once complained about the change in structure from Blitz3D to BlitzMax, and then again to Monkey-X. At least they didn't claim to be the same thing!

.. Anyhoo, back to the Framework.
Started Input stuff, today.
OpenGL GLFW3 seems to have a lot of the necessary stuff internally, so I'll no doubt be doing a lot of rewriting of the input stuff depending on the different targets.
But as far as the Win edition goes, there's now Keyboard, Mouse and the basics of Joy input.
I'm going to have to test the input with my usual 3 test devices, though. X360 pad is working, but PS3 pad is untested, as is Competition Pro stick!!

Oh, and the Mouse is currently unscaled..

*sigh* Taken ages getting this working as much as I have, and I've oodles to do to get it fully working, and then working elsewhere.
.. Grrr..
Why can't input be easier!?!

Assuming that takes the current desktop resolution, but honestly haven't got a fucking clue..
I don't think I'll be fucking about with a resolution option, after all I didn't with my Monkey framework and nobody ever complained!

Gamepad support is minimal, but should at the very least do something.

This happens in GLBasic with the POLYVECTOR commands - it's due to a lack of Z ordering (perspective correction/depth sorting, as it's strictly a 2D image) IIRC, if you are trying to skew/rotate it in 3D; on a flat plain it works a treat.